The "What Are You Working On?" Thread

Yeah, I understand your problem - I have the same issue when using 3ds max's 'scatter' object. It just doesn't keep the explicit normals from the objects I want to scatter. It's not such a big deal with 3D grass as I always set the normals to 'up' after I have created all the grass, but it would be nice to be able to scatter bushes or low-poly trees.

I ended up with my own method of covering large areas of the landscape with bushes or low-poly trees. It's probably not the best way, but it works for me.

I start with a sqaure area or matrix of bushes, maybe 500m x 500m. Then I use a randomiser to make the pattern more natural.

ACtC-3d7Z1FPN8gslzvEV3ulahY4Cgk4b_k1XP4cfckoR0fYj7Y0x_LFNobzxvOVzEP850j1cUZLCk0qTW5y7fKKWC7h36cTjRlIfrSF2kZ3fgaLV1QffzDum-TabTmkDKQbdV4YGH2TtSgRstSSAS9snvdJGw=w1207-h756-no

ACtC-3ewixj7onLY8f6rSN90xwsmiWOPo-MfXqDqLECh-pJqYeH8gKEqMLEYpn1k_S1lGJCFrlYmO0T9WPwAy6y6AXEqyq8kn12D4fAbDBd_ZHlhyhqIEz2M6SmZxW2eOeSAgSg5PlN1fsn4vUMs-98USvRTvg=w1207-h756-no


Next, I draw a spline that describes the area of the landscape that I want to fill with bushes, and turn it into a poly object.

ACtC-3ez5yEFvm4TtWgkFrvGLmkk0wVQg8UbIAC7GtKR6LBKfiuegM6G_m20GDLJ93QBr--9Q4BbN4Mdse-CsTr-p4D-WRCQJV7EYtem4EWKMrEPQt2VpuqJVdniA-V9CkN3eiTO4jkMgcoSTf-cao1BPKdbVQ=w1207-h756-no


Then, I raise all of my bush objects about 500m in the air, and use the Glue plugin to drop them onto my vegetation area.

ACtC-3cmaplIOgrVGElPcS1mNl5H0QdDAznokNb_48urPROhl68fA-Usd1DkplMPPuPoSBhHYfmCYl1o7BGwj1OIkCGeQi3pdm9GsuJZT1z-Vdj1NdhWy-O77nUJmdBwztV7bPWWdGTJbKQaEBmDqiTf51PyGQ=w1207-h756-no


Those that fall outside of that area are left 500m up in the air, and thus are easy to delete, leaving behind only the ones that are within the area that I want to polulate.

ACtC-3e8_kQREjr8h7uGbUqC4l03YFhGBhQxO-1ij2HWRlZ8_K4aYqYWProRvU2Ac_dUjgNov2ctUga0-2q3eMQafp_hlV-33ufpC3Ysuq96mHzBjh-LoHdFnsgJAYmge8Y6Npvg0KNZIJOjyI_34rkCO2pL3g=w1207-h756-no


As I said, probably slightly long-winded, but it works for me, and is the same method I have used to cover 100km² on some of my tracks.
 
:geek:Wow- that Island Track looks just amazing, and I really enjoy to learn about the tricks of the masters.
I have been fiddling around with Blender for many years, but I wasn't confident enough to model a complete Car yet. However, to become more familiar with ksEditor and AC's materials I started to model a few bits...
Lights.png

The Car is just a placeholder, they could be fitted to other Cars too (via Custom Shaders Patch) .
 
Yeah, I understand your problem - I have the same issue when using 3ds max's 'scatter' object. It just doesn't keep the explicit normals from the objects I want to scatter. It's not such a big deal with 3D grass as I always set the normals to 'up' after I have created all the grass, but it would be nice to be able to scatter bushes or low-poly trees.

I ended up with my own method of covering large areas of the landscape with bushes or low-poly trees. It's probably not the best way, but it works for me.

*snip*

As a hack track modder... I see things like this and your previous post as well, and just give up... haha, it's just all too hard... :D
To get my ideas into my track, at the quality that I know and can see that can be achieved...nope.

I am sure glad there are people around that can do it though, so I can drive their creations. :thumbsup:
 
Yeah, I understand your problem - I have the same issue when using 3ds max's 'scatter' object. It just doesn't keep the explicit normals from the objects I want to scatter. It's not such a big deal with 3D grass as I always set the normals to 'up' after I have created all the grass, but it would be nice to be able to scatter bushes or low-poly trees.

I ended up with my own method of covering large areas of the landscape with bushes or low-poly trees. It's probably not the best way, but it works for me.

I start with a sqaure area or matrix of bushes, maybe 500m x 500m. Then I use a randomiser to make the pattern more natural.

ACtC-3d7Z1FPN8gslzvEV3ulahY4Cgk4b_k1XP4cfckoR0fYj7Y0x_LFNobzxvOVzEP850j1cUZLCk0qTW5y7fKKWC7h36cTjRlIfrSF2kZ3fgaLV1QffzDum-TabTmkDKQbdV4YGH2TtSgRstSSAS9snvdJGw=w1207-h756-no

ACtC-3ewixj7onLY8f6rSN90xwsmiWOPo-MfXqDqLECh-pJqYeH8gKEqMLEYpn1k_S1lGJCFrlYmO0T9WPwAy6y6AXEqyq8kn12D4fAbDBd_ZHlhyhqIEz2M6SmZxW2eOeSAgSg5PlN1fsn4vUMs-98USvRTvg=w1207-h756-no


Next, I draw a spline that describes the area of the landscape that I want to fill with bushes, and turn it into a poly object.

ACtC-3ez5yEFvm4TtWgkFrvGLmkk0wVQg8UbIAC7GtKR6LBKfiuegM6G_m20GDLJ93QBr--9Q4BbN4Mdse-CsTr-p4D-WRCQJV7EYtem4EWKMrEPQt2VpuqJVdniA-V9CkN3eiTO4jkMgcoSTf-cao1BPKdbVQ=w1207-h756-no


Then, I raise all of my bush objects about 500m in the air, and use the Glue plugin to drop them onto my vegetation area.

ACtC-3cmaplIOgrVGElPcS1mNl5H0QdDAznokNb_48urPROhl68fA-Usd1DkplMPPuPoSBhHYfmCYl1o7BGwj1OIkCGeQi3pdm9GsuJZT1z-Vdj1NdhWy-O77nUJmdBwztV7bPWWdGTJbKQaEBmDqiTf51PyGQ=w1207-h756-no


Those that fall outside of that area are left 500m up in the air, and thus are easy to delete, leaving behind only the ones that are within the area that I want to polulate.

ACtC-3e8_kQREjr8h7uGbUqC4l03YFhGBhQxO-1ij2HWRlZ8_K4aYqYWProRvU2Ac_dUjgNov2ctUga0-2q3eMQafp_hlV-33ufpC3Ysuq96mHzBjh-LoHdFnsgJAYmge8Y6Npvg0KNZIJOjyI_34rkCO2pL3g=w1207-h756-no


As I said, probably slightly long-winded, but it works for me, and is the same method I have used to cover 100km² on some of my tracks.

Some of Max's native tools are absolutely dreadful and incredibly buggy. To be able to plant trees/do other stuff the way I want, I have had to dig out an old 32 bit version of Max 2010 I had on my old hard drive.
There's a script called advanced painter - scatter- you select the source object to be cloned, set random rotation/scale etc, density of object per brush stroke and away you go, painting on a chosen surface. Works wonderfully.

Max 2018 seems to be bloatware to me in comparison, it sure doesn't put the extra RAM to good use, it takes ages to load, hangs all the time, freezes in viewport...
 
A ripped 3D-model, no doubt, but now with a proper suspension geometry. The front has positive camber gain, which is kinda interesting.

View attachment 455329
I'd advise to make the spacing on the RUCA CAR points wider. That arrangement is weaker than what a single UCA would be IRL, so you might have some toe instability or breakage from solver error etc.

Spacing them out to form an A-arm is acceptable, it will still behave like a single-link as long as the spacing is exact, but with less chance for breakage or errors.
 
thank you, thank you, thank you:notworthy::notworthy::notworthy::)

...yes, I'm a sucker for 3D trees and 3D people:redface:
The 1906 Grand Prix season was the first Grand Prix season and it saw the inaugural Targa Florio and the inaugural French GP. We are building the two race winners for Assetto Corsa.

The 1906 Renault GP (nearing completion) & the 1906 Itala 35-40 (just begun):
View attachment 455438
View attachment 455439
View attachment 455440

View attachment 455434
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if i build some 30's track we can suppost a "vintage event" was held there with these cars ....
 
if i build some 30's track we can suppost a "vintage event" was held there with these cars ....

That would be awesome.

The following are two my personal favorites from the 1930s that are of a more reasonable length. These could be good projects:

1. ROOSEVELT RACEWAY - New York (USA) (the 1937 layout has been made for GPL, but I believe the 1936 layout [6.39km] has never been created for any sim).
Roosevelt-Raceway-1936.069b77bff5044b386152a4cf5c1f624e.png
129-1_620_476.jpg

unnamed (1).jpg
unnamed.jpg


2. AUTODROMO DI MELLAHA - Tripoli (1933-1940) (13.140km)
tripoli-circuit-mellaha-map.jpg
f36d1b436a6e175d1ed947b75c698fa2.jpg
8e55d0fa68a7964ba149c8ae8c3ae917.jpg
D179637-Grosser-Preis-von-Tripolis-1939.jpg





But now if you want a real track making challenge....

1906 Le Mans (103km):
300px-Circuit_de_la_sarthe_1906c.svg.png


1906 Targa Florio (blue outline) (148km):
Map-of-the-Targa-Florio-circuit-1.jpg
 

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